Sadrik
First Post
With the talk about combat superiority being a great addition I would like to make a counter point because I do not like it. I think that these are abilities everyone should be able to do or at least have access to. Right now combat superiority looks ok because only two martial classes are being shown (rogue and fighter). But when you get multiple classes, ranger and monk and others this is going to get wonky. All other classes will have to deal with this in their design scope. I already see the rogue dealing with it by giving it insanely high sneak attack damage (2d6 at first level and +1d6/level thereafter). Ramping up character damage is not the path that I would like to see 5e go down.
So why can't a rogue, monk, ranger, barbarian or any other weapon fighting class use these abilities also? It would be so much better if these were generic abilities that anyone could select and anyone could use. If they are all tied to a unique ability used by one class it does not work. I can think of many instances where even rogue that is presented these same material could utilize these abilities. It would be so much better if they were utilized in a general sense.
Let me do a little damage analysis.
If it is true that wizards will have to memorize higher spell slots to ramp up their damage. So fireball deals 5d6 damage and say to make a 7d6 fireball they have to use a 4th level slot (I like this btw). The point here is the damage potential is greatly reduced from 1e to 3e Wizards.
Monster hit points appear to be comparable to first, second, and third edition. And even erring on being closer to first and second edition for monster hit points which were even lower than in third edition. If this is true it would be more important to have damage being more flat. I would prefer to not see an arms race on hit points. Fourth edition tackled this by making monsters having way too many hit points and characters dealing much less damage initially. Of course that didn't work out well and things evolved. Flatter hit points and damage are my preference.
My favorite feature of the new game is the flat math. This keeps everything in scope and does not make things outstrip the relative power levels. It will allow for more variable power levels of monsters to be able to fight pcs. It also clears up several weird things too, where high level saves can make mundane things like fort saves in a drinking contest, 20th level guy vs 1st level guy. Poison is deadly not based on your level but based on if the poison is deadly. So I really like that.
So why can't a rogue, monk, ranger, barbarian or any other weapon fighting class use these abilities also? It would be so much better if these were generic abilities that anyone could select and anyone could use. If they are all tied to a unique ability used by one class it does not work. I can think of many instances where even rogue that is presented these same material could utilize these abilities. It would be so much better if they were utilized in a general sense.
Let me do a little damage analysis.
If it is true that wizards will have to memorize higher spell slots to ramp up their damage. So fireball deals 5d6 damage and say to make a 7d6 fireball they have to use a 4th level slot (I like this btw). The point here is the damage potential is greatly reduced from 1e to 3e Wizards.
Monster hit points appear to be comparable to first, second, and third edition. And even erring on being closer to first and second edition for monster hit points which were even lower than in third edition. If this is true it would be more important to have damage being more flat. I would prefer to not see an arms race on hit points. Fourth edition tackled this by making monsters having way too many hit points and characters dealing much less damage initially. Of course that didn't work out well and things evolved. Flatter hit points and damage are my preference.
My favorite feature of the new game is the flat math. This keeps everything in scope and does not make things outstrip the relative power levels. It will allow for more variable power levels of monsters to be able to fight pcs. It also clears up several weird things too, where high level saves can make mundane things like fort saves in a drinking contest, 20th level guy vs 1st level guy. Poison is deadly not based on your level but based on if the poison is deadly. So I really like that.